Blueprint folders. The Blueprint panel has folders. Create, rename and delete them, nest folders inside folders and step back with the path row. Drag a blueprint onto a folder, or pick one from the Folder dropdown in its details. Search looks through every folder, and your existing blueprints stay where they were, at the top level.
Bigger batteries. Batteries hold 30 kWh, up from 5, and charge and discharge six times faster.
Barge Loading Bays. A logistics bay's barge port is now the Barge Loading Bay and holds 2, 5 or 10 stacks by tier. Fast bays draw a flat 2 kW, Express bays 5 kW.
Coloured lamps that light your base. Lights take any colour from the mass driver laser picker, glow with a soft halo and light the structures around them in their own colour. Display settings has a Max lamp lights slider, from Off to 144, and picking a graphics quality sets its default.
Plasma bolt splash. The Plasma bolt splashes 30% of its damage onto every other enemy within one tile of its target, which still takes the full hit. Its base damage is 15% lower. It now starts at your hull's edge, grows and crackles with its Oracle damage level, and a hit draws a growing ring with lightning arcs.
Large blueprints paste. Pasting a large blueprint places every structure instead of doing nothing.
Steadier multiplayer. Fixed desyncs where a host running at a low frame rate, like a Steam Deck, fell out of sync a few seconds after something was deconstructed or removed. More of the game now updates in step with the simulation instead of every rendered frame, removing a cause of desyncs when one player runs at a low frame rate.
Improvements
Riding a big station is much lighter on the frame rate. On a large base the game ran about 20 to 25% more updates per second while flying it.
Landing zone ghosts are orange, with brighter buildings and a dimmer outline. Placing a landing zone shows the same ghost, in red where it can't go, instead of the blueprint of the ship that will land there.
Recipe tooltips show the output count in the title, like "Organic Compounds Recipe x7", and the time of one whole craft.
Shift-click copy and paste, blueprints and rebuild ghosts keep a light's colour and on/off switch.
Power distributors get the mass driver's Follow destination toggle.
Ctrl+click on a mass driver takes from its launch chamber first, then its landing pad.
The FPS overlay's hotkeys no longer clash with danger ping (Ctrl+G) and Take All Ships (Ctrl+H). Its mode key is now Ctrl+U.
Everyone gets the dark sky. The light sky option is gone, and the game is about 80 MB smaller.
The main menu shows the build number and when that build was made.
Desync recovery covers more cases where a game could fork again right after recovering, and the multiplayer desync check costs about an eighth of what it did on big saves.
Fixes
Older saves load with the right items again in hauler stop conditions, pending obelisk rewards and a Singularity Power Station's burning fuel.
Saves loaded and saved again on Build 72 to 74 had Singularity Engines burning the wrong item, so they overheated and blew up. Loading such a save now clears the wrong fuel from those engines and cools them down.
Mass drivers rearm after every shot again, and one short of launch power waits at Charging 0% after rearming.
Fixed a desync after a recovery when the host placed a blueprint while the recovery was running.
Heat and power receivers keep their link when a mobile relay station docks into or out of a beam line, and receivers that lost it repair themselves. A heat receiver takes heat from whichever transmitter aims at it.
Haulers' scheduled stops get the same numbers in every player's game.
A host whose relay connection dropped can host again without restarting.
A single player save loaded before Steam finished signing in no longer turns you into "Player 0" and forgets your Steam account.
Chat starts empty in each new game and keeps its lines through a resync or reconnect.
A crafter fills its own input before passing items on, so a greenhouse substrate loop can be jumpstarted.
A pasted and rotated mass driver no longer links to a target out of range.
The banners above the hotbar, like the held blueprint hint, no longer block aiming and placing behind them.
Copy and cut drags over big bases no longer add to a long session's memory growth.